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Mountain Pass

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Reactions: Legal_Ease
Templarfreak is another name I use.



Mountain Pass

About

A simple mirrored 4 player map, suggested for 1v1 or 2v2. One primary path per base that leads to the center where most fighting will be done. An alternative path that leads to your expansion then to the center, and one final path that goes to the opposite vertical side of the map.

The only actually custom content (Aside from textures) in this map are two custom trees that only use an imported model, and have nothing else different from a standard vanilla tree.

Each main can be walled off by Human and Undead.

Here are a few examples of how you can wall-off the mains of the bases.
172271-albums8634-picture108182.png

Alternatively, you could set it up like this so heroes can enter and exit.
172271-albums8634-picture108183.png
Finally, here's a way to set it up as Undead.
172271-albums8634-picture108184.png
The blue coloration represents walkable but not buildable. The pink coloration represents complete pathing blocking. Human and Undead are the most important for specially designed wall-offs. Orcs and Night Elves do not need anywhere near as much space or as intricate of a wall-off.




Neutral Buildings:Count:
Taverns:2
Merchants:4
Observatories:4
Mana Fountain:1
Health Fountain:1
Marketplace:1
Dragon Roost:1 (Red)
Merc Camps:2 (Lord S)
Expansions:1 (Per Main)

Camps:Count:
Green:16
Orange:20
Red:12


Items:Count:
Permanent:34
Power Ups:34
Charged:7
Artifact:6



Screenshots

172271-albums8796-picture107239.png
172271-albums8796-picture107241.png
172271-albums8796-picture107240.png
172271-albums8796-picture107237.png
172271-albums8796-picture107236.png
172271-albums8796-picture107234.png
172271-albums8796-picture107235.png
172271-albums8796-picture107238.png



Updates

Updates



Initial release.


Major changes. Cell completely reworked. Terrain improved.


Greatly reduced filesize.


*Fixed a lot of creep positions. They should be easier to maneuver around.
*Made the out-ward natural expansion paths thicker, so they're easier to maneuver in.
*Added a single tree between the gold mine and starting location, off to the side. Will boost Undead early-game wood harvesting without messing with the base layout too much.
*Removed the Mud/Granite Golem camps. There was no way I could adjust those to where they wouldn't agro when attacking the middle bandit camps.


Credits

Credits



CrackCliff.blp
By Felz_09

Crackdirt.blp
By Felz_09

DesertTile.blp
By GolluM_KoMe

PrehistoricGrass.blp
By Felz_09

Prehistoric_Tile.blp
By Felz_09

Rings_Brick.blp
By HerrDave

Rings_Dirt.blp
By HerrDave

Beautifully Generic Alternative Grass
By HerrDave

Extraordinarily Bland Stone
By HerrDave

Lordaeron Summer Tree Beta
By Blizzard Entertainment

Oak (Although Unused)
By Fingolfin

Legal_Ease for this nice description code!

If I missed a credit, please tell me!

Some of the credits aren't in the map anymore. This map was based off a template I made, so I need a place to copy/paste the credits from, duh.



Keywords:
Mountain, Forest, Mirror, Tavern, Marketplace, Fountain, Mana, Health, creeps, artifacts, pretty, terrain, eye candy, eyecandy
Contents

Mountain Pass (Map)

Reviews
17:47, 24th Mar 2016 Ardenian: Definitly an eye candy, good job with the custom terrain. However, the tile variation could be better aple, if you are already importing custom textures, why not also adding a custom texture for leaves under trees...

Moderator

M

Moderator


17:47, 24th Mar 2016
Ardenian: Definitly an eye candy, good job with the custom terrain.
However, the tile variation could be better
aple, if you are already importing custom textures,
why not also adding a custom texture for leaves under trees, for exmaple, to have a difference to the ground texture for creep camps ?
A second texture for the roads would be good, especially the middle road is too uniform/big.

Areas that are not walkable should be indicated as such in-game,
with rocks or drastically height change ( custom height tool),
for example, not only with texture.

Also, aple, a lot of your doodads are placed outside the camera
bounds, you could think about finding some balance between
designing borders and saving some doodads for other places.

The starting areas are too small. The little tree group prevents the build-up of an appropriate base.
You could think about removing it, to give the players a space to build on and
not two places to build around a third.

The two taverns as well on the Northern side and the Southern side
are not necessary, what do you think about one at the road's curve for each Northern and Southern site ?


18:50, 5th Apr 2016
Ardenian:
Map improved and changes made, approved.

You could, however, remove files you don't use from the Import Manager
 
The side-by-side comparisons are actually 1 image. ^^;

I suck at making a good-looking description. I guess I could put the credits into another spoiler...?

How about a title with bigger font, color and some sub-headers? and borders?


Title

About

This is some text about the map.

Screenshots

Some images here


Credits

This is some credits to people who made things.

[table]
[CENTER][COLOR="Lime"][SIZE="4"]Title[/SIZE][/COLOR]

[COLOR="SeaGreen"][SIZE="3"]About[/SIZE][/COLOR][/CENTER]

[COLOR="YellowGreen"]This is some text about the map.[/COLOR]

[CENTER][COLOR="SeaGreen"][SIZE="3"]Screenshots[/SIZE][/COLOR][/CENTER]

[HIDDEN="screenies"]Some images here[/HIDDEN]

[CENTER][COLOR="SeaGreen"][SIZE="3"]Credits[/SIZE][/COLOR][/CENTER]

[COLOR="YellowGreen"]This is some credits to people who made things.[/COLOR]
[/table]



Also, you can use: http://www.hiveworkshop.com/forums/miscellaneous-tutorials-456/map-description-templates-171659/

Or you can use your own VM and 'go advanced' and make a description with the text editing tools there. Then just c&p it into your description.
 
Level 12
Joined
May 20, 2009
Messages
822
Ardenian said:
Definitly an eye candy, good job with the custom terrain.
However, the tile variation could be better
aple, if you are already importing custom textures,
why not also adding a custom texture for leaves under trees, for exmaple, to have a difference to the ground texture for creep camps ?
A second texture for the roads would be good, especially the middle road is too uniform/big.

Areas that are not walkable should be indicated as such in-game,
with rocks or drastically height change ( custom height tool),
for example, not only with texture.

Also, aple, a lot of your doodads are placed outside the camera
bounds, you could think about finding some balance between
designing borders and saving some doodads for other places.

The starting areas are too small. The little tree group prevents the build-up of an appropriate base.
You could think about removing it, to give the players a space to build on and
not two places to build around a third.

The two taverns as well on the Northern side and the Southern side
are not necessary, what do you think about one at the road's curve for each Northern and Southern site ?

I'm trying to figure out how to make the mains bigger, yeah. I have made several changes to the mains already, so after I make some more changes I'll update it. The problem with it is you have to have a certain amount of wood for mains, and cutting out too much can throw off the balance of the map. So I'll probably have to rework the mains entirely.

There are unfortunately not very many alternative road-like textures that fit WC3's style and would also fit with the idea of the map I'm trying to go with. (Namely: These are the paths the humans took when escaping into the mountains from the Undead) As well, they're not really "roads" they're paths. High-traffic routes, which is why I used a softer but less colorful texture as it's been trampled pretty hard.

The non-walkable areas could use some work, I agree.

I made sure there was 1 tavern per player well within Militia distance, but that might work too.

Can anyone suggest a good mirroring tool? It's really difficult to copy/paste and align the 4 cells of my map perfectly. (My map looks really wonky and kind of unprofessional without it being mirrored perfectly)

As for the tile variation, I might have to work with a different texture. The main grass texture I'm using doesn't have much variation and doesn't really blend seamlessly either, looking at it closer.

@Legal Ease

I'll try using that once I update the map.


EDIT 1: Okay, I think I finished making enough changes to my cell. I just need to mirror it to the other 3 cells now. Probably will be another day before this gets updated.
EDIT 2: I will be adding some more screenshots as well when I get around to finishing it up.
 
Last edited:

Ardenian

A

Ardenian

Suggestions after new version:
- Middle the Southern hero tavern, as you did with the Northern one.
- The hay at the troll camps looks weird, I would suggest to remove it
- I still believe a leaves texture for trees ( terrain type) could greatly improve the map
- Yes, the cliffs are still not obvious enough, mostly ( Northern side of Teal, e.g.)
- For the center of the map, what do you think about small grass hills out of the water,
to have some difference in the terrain type ?
- Why is there a throne at the North-West top ?
 
Level 12
Joined
May 20, 2009
Messages
822
1. Fixed.
2. They sleep on that, though! Also adds some color. If it's that bad, I'll tone down the count or think of something else.
3. I'll have to look through standard WC3 textures, because none of the textures on THW fit the style or quality I want. I think what I'm using already under trees looks a lot like leaves though. =\
4. I don't want to put too many rocks, because then the texture would be pointless to have. You'd barely see it. I'll see what I can do.
5. I'll work on that next.
6. For shits and giggles, easter egg.

EDIT 1: Putting up a new version with the center addressed, worked on cliffs slightly more, and the troll hay dealt with.
 

Ardenian

A

Ardenian

2. The default hay clashes with the surronding green, in my opinion
3. Hm, up to you, only a suggestion
4. Hm, indeed. Maybe try a combination of height and noise
 
Level 12
Joined
May 20, 2009
Messages
822
Noise seems to have made a slight difference. It looks a little more jagged now.

Adding another update that adds a few more orange camps with Golems, increasing the creep diversity some. Quite a few other minor improvements as well.

EDIT: One more update coming. Decided I'd take a look into breaking the slop limit in the editor and it's surprisingly easy. Made a lot of the cliffs much steeper, to near 90-degree drops now. This will be the last update for the day. Wanna work on other things.
 
Last edited:

Ardenian

A

Ardenian

Yes, great job with the cliffs!

I think there are some unused files now, aren't there ?
Like the sand tile texture. You should clean up the Import Manager and
remove tiles you are not using, as well from the Import Manager and the graphic set.

You might also take a look on the item drops, they seem to be a bit strong/too many
 
Last edited by a moderator:
Level 12
Joined
May 20, 2009
Messages
822
I need some more feedback on the items, yeah. Right now I'm okay with them, but they can definitely be toned down if necessary. I have lots of creep camps with items to make the map feel more alive and have more stuff to do in times that are a little slow as well as plenty of advantages to turn around games.

Yeah, I could probably check the file management. I could probably cut the filesize down a lot, actually.
 
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